Premade Wizard

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Wizard 5

Rock gnome

3 1

8 12 +2 25 ft.
-1 +3 Arcane Recovery Heroic Sacrifice

13 37

14
-1
+2 +2

+3
5d6
+7 ARCANE RECOVERY: Once per day

+4 when you finish a short rest, you can
✔ choose expended spell slots to recover.
16 +0
The spell slots can have a combined
level that is equal to or less than 3rd.
+3 SCULPT SPELLS: When you cast an
evocation spell that affects other
Firebolt +7 2d10 fire (120 ft.) creatures that you can see, you can
choose a number of them equal to 1 +
+2 Shocking Grasp +7 2d8 lightning the spell’s level. The chosen creatures
18 +0
Dagger +5 1d4 + 2 piercing (20/60 ft.)
automatically succeed on their saving
+7 throws against the spell, and they take
+4 ✔ no damage if they would normally take
-1 Ray of Frost +7 2d8 cold (60 ft.) half damage on a successful save.
+0
HEROIC SACRIFICE: You can activate
+4
this trait at any time (no action required),
+3 even on another creature’s turn. When
10 ✔ you do, you regain 1 hit point and any
+0
conditions affecting you end. You then
+0 +7 create an explosion of nightmarish

+0
psychic energy within a 20-foot-radius
sphere centered on a point within 90 feet
+4 of you. Each creature of your choice in
+3 that area must make a DC 15 Wisdom
10 ✔
+0
saving throw. On a failed save, a
creature takes 10d10 psychic damage
+0 +0 and is frightened of your allies until the
end of the creature’s next turn. On a
+4
successful save, a creature takes half as
+2 much damage and isn’t frightened. After
you create the explosion, you die.
+2

+0 DARKVISION: You can see in dim light


Dagger within 60 feet of you as if it were bright
Spellbook light, and in darkness as if it were dim
light. You can't discern color in darkness,
Spellcasting Focus only shades of gray.
Cloak of Displacement GNOME CUNNING: You have
advantage on all Intelligence, Wisdom,
Languages: Common, and Charisma saving throws against
Gnomish magic.
ARTIFICER'S LORE: Whenever you
Tools: Tinker's Tools make an Intelligence (History) check
Weapons: Daggers, related to magic items, alchemical
objects, or technological devices, you
darts, slings, can add twice your proficiency bonus,
instead of any proficiency bonus you
quarterstaffs, light normally apply.
crossbows
Wizard Intelligence 15 +7

FIRE BOLT (evocation, 1 action) You hurl a mote of MISTY STEP (conjuration, 1 bonus action) Briefly
fire at a creature or object within 120 feet. Make a surrounded by silvery mist, you teleport up to 30 feet to an Cloak of Displacement:
ranged spell attack against the target. On a hit, the unoccupied space that you can see.
target takes 2d10 fire damage. A flammable object   While you wear this cloak,
hit by this spell ignites if it isn’t being worn or carried. SHATTER (evocation, 1 action) A sudden loud ringing
  noise, painfully intense, erupts from a point of your choice
within range. Each creature in a 10-foot-radius sphere
it projects an illusion that
MAGE HAND (conjuration, 1 action) A spectral,
floating hand appears at a point you choose within
centered on that point must make a DC 15 Constitution
saving throw. A creature takes 3d8 thunder damage on a
makes you appear to be
30 feet The hand lasts for 1 minute or until you
dismiss it as an action. The hand vanishes if it is
failed save, or half as much damage on a successful one.
A creature made of inorganic material such as stone,
standing in a place near
ever more than 30 feet away from you or if you cast
this spell again.
crystal, or metal has disadvantage on this saving throw. A
nonmagical object that isn’t being worn or carried also your actual location,
takes the damage if it’s in the spell’s area.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an When you cast this spell using a spell slot of 3rd level or causing any creature to
higher, the damage increases by 1d8 for each slot level
unlocked door or container, stow or retrieve an item
from an open container, or pour the contents out of a above 2nd. have disadvantage on
vial. You can move the hand up to 30 feet each time
you use it.
WEB (conjuration, 1 action, concentration) You conjure a attack rolls against you. If
mass of thick, sticky webbing at a point of your choice
The hand can't attack, activate magic items, or carry
more than 10 pounds.
within 60 feet The webs fill a 20-foot cube from that point
for 1 hour. The webs are difficult terrain and lightly
you take damage, the
RAY OF FROST (evocation, 1 action) A frigid beam
obscure their area.
If the webs aren’t anchored between two solid masses
property ceases to
of blue-white light streaks toward a creature within
60 feet. Make a ranged spell attack against the
(such as walls or trees) or layered across a floor, wall, or
ceiling, the conjured web collapses on itself, and the spell
function until the start of
target. On a hit, it takes 2d8 cold damage, and its
speed is reduced by 10 feet until the start of your
ends at the start of your next turn. Webs layered over a
flat surface have a depth of 5 feet. your next turn. This
Each creature that starts its turn in the webs or that enters
next turn.
them during its turn must make a DC 15 Dexterity saving property is suppressed
throw. On a failed save, the creature is restrained as long
SHOCKING GRASP (evocation, 1 action) Lightning
springs from your hand to deliver a shock to a
as it remains in the webs or until it breaks free. A creature while you are
restrained by the webs can use its action to make a DC
creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack
15 Strength check. If it succeeds, it is no longer incapacitated, restrained,
restrained.
roll if the target is wearing armor made of metal. On The webs are flammable. Any 5-foot cube of webs
exposed to fire burns away in 1 round, dealing 2d4 fire
or otherwise unable to
a hit, the target takes 2d8 lightning damage, and it
can’t take reactions until the start of its next turn. damage to any creature that starts its turn in the fire. move.

4 2

GREASE (conjuration, 1 action) Slick grease covers the FIREBALL (evocation, 1 action) A bright
ground in a 10-foot square centered on a point within 60
feet and turns it into difficult terrain for 1 minute. When the
streak flashes from your pointing finger to
grease appears, each creature standing in its area must a point you choose within 120 feet and
succeed on a DC 15 Dexterity saving throw or fall prone. then blossoms with a low roar into an
A creature that enters the area or ends its turn there must
also succeed on a DC 15 Dexterity saving throw or fall explosion of flame. Each creature in a
prone. 20-foot-radius sphere centered on that
MAGE ARMOR (abjuration, 1 action) You touch a willing
point must make a DC 15 Dexterity saving
creature who isn’t wearing armor, and a protective throw. A target takes 8d6 fire damage on
magical force surrounds it until the spell ends in 8 hours. a failed save, or half as much damage on
The target’s base AC becomes 13 + its Dexterity modifier.
The spell ends if the target dons armor or if you dismiss a successful one. The fire spreads around
the spell as an action. corners. It ignites flammable objects in the
area that aren’t being worn or carried.
MAGIC MISSILE (evocation, 1 action) You create three
glowing darts of magical force. Each dart hits a creature of
your choice that you can see within 120 feet. A dart deals HASTE (transmutation, 1 action,
1d4 + 1 force damage to its target. The darts all strike
simultaneously, and you can direct them to hit one
concentration) Choose a willing creature
creature or several. that you can see within 30 Until the spell
When you cast this spell using a spell slot of 2nd level or ends in 1 minute, the target's speed is
higher, the spell creates one more dart for each slot level
above 1st. doubled, it gains a +2 bonus to AC, it has
advantage on Dexterity saving throws,
THUNDERWAVE (evocation, 1 action) A wave of and it gains an additional action on each
thunderous force sweeps out from you. Each creature in a
15-foot cube originating from you must make a DC 15 of its turns. That action can be used only
Constitution saving throw. On a failed save, a creature to take the Attack (one weapon attack
takes 2d8 thunder damage and is pushed 10 feet away
from you. On a successful save, the creature takes half as
only), Dash, Disengage, Hide, or Use an
much damage and isn’t pushed. In addition, unsecured Object action.
objects that are completely within the area of effect are When the spell ends, the target can't
automatically pushed 10 feet away from you by the spell’s
effect, and the spell emits a thunderous boom audible out move or take actions until after its next
to 300 feet. turn, as a wave of lethargy sweeps over it.
When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 for each slot level
above 1st.

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